mirror of https://github.com/sotrh/learn-wgpu
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346 lines
12 KiB
Rust
346 lines
12 KiB
Rust
use winit::{
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event::*,
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event_loop::{EventLoop, ControlFlow},
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window::{Window, WindowBuilder},
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};
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#[repr(C)]
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#[derive(Copy, Clone, Debug)]
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struct Vertex {
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position: [f32; 3],
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color: [f32; 3],
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}
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impl Vertex {
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fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
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use std::mem;
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wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float3,
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},
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wgpu::VertexAttributeDescriptor {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float3,
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},
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]
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}
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}
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}
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const VERTICES: &[Vertex] = &[
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Vertex { position: [-0.0868241, -0.49240386, 0.0], color: [0.5, 0.0, 0.5] }, // A
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Vertex { position: [-0.49513406, -0.06958647, 0.0], color: [0.5, 0.0, 0.5] }, // B
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Vertex { position: [-0.21918549, 0.44939706, 0.0], color: [0.5, 0.0, 0.5] }, // C
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Vertex { position: [0.35966998, 0.3473291, 0.0], color: [0.5, 0.0, 0.5] }, // D
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Vertex { position: [0.44147372, -0.2347359, 0.0],color: [0.5, 0.0, 0.5] }, // E
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];
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const INDICES: &[u16] = &[
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0, 1, 4,
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1, 2, 4,
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2, 3, 4,
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];
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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sc_desc: wgpu::SwapChainDescriptor,
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swap_chain: wgpu::SwapChain,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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challenge_vertex_buffer: wgpu::Buffer,
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challenge_index_buffer: wgpu::Buffer,
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num_challenge_indices: u32,
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use_complex: bool,
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hidpi_factor: f64,
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size: winit::dpi::LogicalSize,
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}
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impl State {
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fn new(window: &Window) -> Self {
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let hidpi_factor = window.hidpi_factor();
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let size = window.inner_size();
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let physical_size = size.to_physical(hidpi_factor);
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let surface = wgpu::Surface::create(window);
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let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions {
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..Default::default()
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}).unwrap();
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let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
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extensions: wgpu::Extensions {
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anisotropic_filtering: false,
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},
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limits: Default::default(),
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});
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let sc_desc = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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width: physical_size.width.round() as u32,
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height: physical_size.height.round() as u32,
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present_mode: wgpu::PresentMode::Vsync,
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};
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let swap_chain = device.create_swap_chain(&surface, &sc_desc);
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let vs_src = include_str!("shader.vert");
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let fs_src = include_str!("shader.frag");
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let vs_spirv = glsl_to_spirv::compile(vs_src, glsl_to_spirv::ShaderType::Vertex).unwrap();
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let fs_spirv = glsl_to_spirv::compile(fs_src, glsl_to_spirv::ShaderType::Fragment).unwrap();
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let vs_data = wgpu::read_spirv(vs_spirv).unwrap();
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let fs_data = wgpu::read_spirv(fs_spirv).unwrap();
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let vs_module = device.create_shader_module(&vs_data);
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let fs_module = device.create_shader_module(&fs_data);
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let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &render_pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[
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wgpu::ColorStateDescriptor {
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format: sc_desc.format,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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},
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],
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depth_stencil_state: None,
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[
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Vertex::desc(),
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],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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let vertex_buffer = device
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.create_buffer_mapped(VERTICES.len(), wgpu::BufferUsage::VERTEX)
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.fill_from_slice(VERTICES);
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let index_buffer = device
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.create_buffer_mapped(INDICES.len(), wgpu::BufferUsage::INDEX)
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.fill_from_slice(INDICES);
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let num_indices = INDICES.len() as u32;
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let num_vertices = 16;
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let angle = std::f32::consts::PI * 2.0 / num_vertices as f32;
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let challenge_verts = (0..num_vertices).map(|i| {
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let theta = angle * i as f32;
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Vertex {
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position: [
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0.5 * theta.cos(),
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0.5 * theta.sin(),
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0.0,
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],
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color: [
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(1.0 + theta.cos()) / 2.0,
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(1.0 + theta.sin()) / 2.0,
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1.0,
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]
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}
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}).collect::<Vec<_>>();
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let num_triangles = num_vertices - 2;
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let challenge_indices = (1u16..num_triangles+1).into_iter().flat_map(|i| {
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vec![i + 1, i, 0]
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}).collect::<Vec<_>>();
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let num_challenge_indices = challenge_indices.len() as u32;
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let challenge_vertex_buffer = device
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.create_buffer_mapped(challenge_verts.len(), wgpu::BufferUsage::VERTEX)
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.fill_from_slice(&challenge_verts);
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let challenge_index_buffer = device
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.create_buffer_mapped(challenge_indices.len(), wgpu::BufferUsage::INDEX)
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.fill_from_slice(&challenge_indices);
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let use_complex = false;
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Self {
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surface,
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device,
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queue,
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sc_desc,
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swap_chain,
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render_pipeline,
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vertex_buffer,
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index_buffer,
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num_indices,
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challenge_vertex_buffer,
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challenge_index_buffer,
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num_challenge_indices,
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use_complex,
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hidpi_factor,
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size,
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}
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}
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fn update_hidpi_and_resize(&mut self, new_hidpi_factor: f64) {
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self.hidpi_factor = new_hidpi_factor;
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self.resize(self.size);
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}
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fn resize(&mut self, new_size: winit::dpi::LogicalSize) {
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let physical_size = new_size.to_physical(self.hidpi_factor);
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self.size = new_size;
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self.sc_desc.width = physical_size.width.round() as u32;
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self.sc_desc.height = physical_size.height.round() as u32;
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self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
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}
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fn input(&mut self, event: &WindowEvent) -> bool {
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match event {
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WindowEvent::KeyboardInput {
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input: KeyboardInput {
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state,
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virtual_keycode: Some(VirtualKeyCode::Space),
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..
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},
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..
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} => {
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self.use_complex = *state == ElementState::Pressed;
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true
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}
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_ => false,
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}
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}
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fn update(&mut self) {
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}
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fn render(&mut self) {
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let frame = self.swap_chain.get_next_texture();
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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todo: 0,
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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},
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}
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],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(&self.render_pipeline);
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let data = if self.use_complex {
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(
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&self.challenge_vertex_buffer,
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&self.challenge_index_buffer,
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self.num_challenge_indices
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)
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} else {
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(
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&self.vertex_buffer,
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&self.index_buffer,
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self.num_indices,
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)
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};
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render_pass.set_vertex_buffers(0, &[(data.0, 0)]);
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render_pass.set_index_buffer(data.1, 0);
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render_pass.draw_indexed(0..data.2, 0, 0..1);
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}
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self.queue.submit(&[
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encoder.finish()
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]);
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}
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}
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fn main() {
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new()
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.build(&event_loop)
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.unwrap();
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let mut state = State::new(&window);
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => if state.input(event) {
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*control_flow = ControlFlow::Wait;
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} else {
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match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput {
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input,
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..
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} => {
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match input {
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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} => *control_flow = ControlFlow::Exit,
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_ => *control_flow = ControlFlow::Wait,
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}
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}
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WindowEvent::Resized(logical_size) => {
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state.resize(*logical_size);
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*control_flow = ControlFlow::Wait;
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}
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WindowEvent::HiDpiFactorChanged(new_hidpi_factor) => {
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state.update_hidpi_and_resize(*new_hidpi_factor);
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*control_flow = ControlFlow::Wait;
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}
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_ => *control_flow = ControlFlow::Wait,
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}
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}
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Event::EventsCleared => {
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state.update();
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state.render();
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*control_flow = ControlFlow::Wait;
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}
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_ => *control_flow = ControlFlow::Wait,
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}
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});
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} |